[ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
- MrGabol100
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[ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Summary (a quick, 2-3 sentence summary): Add a device, for combat technicians, rename of engineers implying this suggestion is implemented, that acts like the one in Hudson's gear in Aliens, a small device that opens Airlocks, the ComTech Hacking Device.
http://avp.wikia.com/wiki/ComTech_Hacking_Device
Benefits (How this will benefit the server and game as a whole): It'd be more canon, and it'd be a minor marine buff, with the balance ideas here It'd be just fine for everybody and wouldn't change game balance.
Details (Description of how you think this would work, the benefits, etc): On a closed airlock, you would deploy this small tech device, as seen in the first incursion in the Base at LV 426, Hudson took it off, pried open the airlock's ID Panel and wired this to that and swagitty swogitty airlock is open wide.
This is the proccess that I imagine:
-Engineer approaches airlock.
-Engineer takes hacking device.
-Engineer unscrews the airlock.
-Engineer plugs in the thing (One click)
-Engineer waits for the hacking to complete (About 10 seconds, longer than the time a marine usually takes to hack a door with regular tools)
-Bingo, the door is hacked open and doesn't require IDs anymore, and the airlock motor is still working.
-Pros:
-No ID requirement after hacking.
-Easy to do.
-Only requires screwdriver.
-Cons:
-Takes about 8-12 seconds, literally twice the time that takes to pry open a door with regular tools once you know the cables.
-Can't bolt the door, you still need to carry the regular tools.
Implementation (Optional, if you have an idea how to implement it):
It'd work exactly like a Crypto sequencer, but the process would take 10 seconds and the door wouldn't be bolted open, and the ID requirement would be gone, so It'd just keep the door closed, ( Without opening when the process is done) without ID requirement.
http://avp.wikia.com/wiki/ComTech_Hacking_Device
Benefits (How this will benefit the server and game as a whole): It'd be more canon, and it'd be a minor marine buff, with the balance ideas here It'd be just fine for everybody and wouldn't change game balance.
Details (Description of how you think this would work, the benefits, etc): On a closed airlock, you would deploy this small tech device, as seen in the first incursion in the Base at LV 426, Hudson took it off, pried open the airlock's ID Panel and wired this to that and swagitty swogitty airlock is open wide.
This is the proccess that I imagine:
-Engineer approaches airlock.
-Engineer takes hacking device.
-Engineer unscrews the airlock.
-Engineer plugs in the thing (One click)
-Engineer waits for the hacking to complete (About 10 seconds, longer than the time a marine usually takes to hack a door with regular tools)
-Bingo, the door is hacked open and doesn't require IDs anymore, and the airlock motor is still working.
-Pros:
-No ID requirement after hacking.
-Easy to do.
-Only requires screwdriver.
-Cons:
-Takes about 8-12 seconds, literally twice the time that takes to pry open a door with regular tools once you know the cables.
-Can't bolt the door, you still need to carry the regular tools.
Implementation (Optional, if you have an idea how to implement it):
It'd work exactly like a Crypto sequencer, but the process would take 10 seconds and the door wouldn't be bolted open, and the ID requirement would be gone, so It'd just keep the door closed, ( Without opening when the process is done) without ID requirement.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
You could have it so when you start hacking the door with the device you have to complete a mini game or something that the engineer has to complete to get through...
On another note how many slots would this thing take up in a bag? one i presume or would you have to carry it ?
On another note how many slots would this thing take up in a bag? one i presume or would you have to carry it ?
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- Steven Sneider
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Re: [ALPHA] Hudson's hacking magical machine, A.K.A Thing that opens doors.
hmm according to the wiki the older device was manually used and in the right hands would open doors faster, while the new one was automated but had a longer time and risked the marine.
Feel like going for the older one.
Feel like going for the older one.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
+1+1+1+1+1+1+1+1+1+1
- MrGabol100
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
We could just have the first one, but i can't come up with a good "Minigame" that can take less than 10 seconds or so.
Welp, someone will come up with it if we get dis.
Welp, someone will come up with it if we get dis.
- Surrealistik
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Make it so that the airlock electronics are reset to accept _any_ ID, not so they require _no_ IDs (yes there's a difference), and I'm down with this. Also let it allow you to reset and reconfigure the access levels of airlock electronics outside of an airlock.
Otherwise, I would never bother with the thing; takes way too long and lets aliens through the door.
The 'older' version of the device is basically screwdriver + multitool. So would it basically avoid the step of having to use a screwdriver?
Otherwise, I would never bother with the thing; takes way too long and lets aliens through the door.
The 'older' version of the device is basically screwdriver + multitool. So would it basically avoid the step of having to use a screwdriver?
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- MrGabol100
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I didn't know the exact code about that, sorry, but that's fine too, we do not want all aliens to acess anywhere, any ID would be nicer than No ID, because it's hacked, it still requires some input, it'll accept anything tough, thank you for adding a technical idea.Surrealistik wrote:Make it so that the airlock electronics are reset to accept _any_ ID, not so they require _no_ IDs (yes there's a difference), and I'm down with this. Also let it allow you to reset and reconfigure the access levels of airlock electronics outside of an airlock.
Otherwise, I would never bother with the thing; takes way too long and lets aliens through the door.
The 'older' version of the device is basically screwdriver + multitool. So would it basically avoid the step of having to use a screwdriver?
And yes, having it so it automatically opens the airlock pad when you click the airlock, would be nice.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
*Cough* if Surrealistik and Gabol's suggestions came together here the hacking box thing could have two options.
1) Doing the standard open and bolting the selected door.
2)Allowing marine's ID Access to that door.
Well.. something along the lines of that.
1) Doing the standard open and bolting the selected door.
2)Allowing marine's ID Access to that door.
Well.. something along the lines of that.
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- MrGabol100
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Number 2 is the one i suggested.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
1 and 2 could both be options for the hacking with this machine.
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- Surrealistik
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I think it would be best if it had multiple settings via a GUI interface when you activate it while held.
#1: Overwrite ID permissions? Yes/No. (Default Yes. Changes ID permissions of any piece of ID restricted electronic equipment it's used on, including but not limited to airlocks. Will also work on stuff like the station exosuit fabricators, etc... to a chosen access level; by default it allows access for all Marines).
Then you have the configuration options for other door parameters; if Overwrite ID Permissions is set to No, and the device is used on an airlock, it will automatically start hacking the airlock and apply the following settings to that airlock.
#2: Open/close door? Yes/No. (Default Yes.)
#3: Bolt door? Yes/No. (Bolting happens after the door is opened or closed, if used in tandem with opening/closing door; default Yes.)
#4: Electrify door? Yes/No. (Default No.)
#5: Disable door lights? Yes/No. (Default No.)
#6: Disable door safeties? Yes/No. (Default No.)
#7: Disable door timing mechanisms? Yes/No. (Default No.)
#8: Disable door ID scan? Yes/No. (Default No.)
#9: Depower door? Yes/No. (Default No.)
All of these door subsettings are applied at the same time.
The device would also be able to custom set permissions when used on the airlock electronics item.
#1: Overwrite ID permissions? Yes/No. (Default Yes. Changes ID permissions of any piece of ID restricted electronic equipment it's used on, including but not limited to airlocks. Will also work on stuff like the station exosuit fabricators, etc... to a chosen access level; by default it allows access for all Marines).
Then you have the configuration options for other door parameters; if Overwrite ID Permissions is set to No, and the device is used on an airlock, it will automatically start hacking the airlock and apply the following settings to that airlock.
#2: Open/close door? Yes/No. (Default Yes.)
#3: Bolt door? Yes/No. (Bolting happens after the door is opened or closed, if used in tandem with opening/closing door; default Yes.)
#4: Electrify door? Yes/No. (Default No.)
#5: Disable door lights? Yes/No. (Default No.)
#6: Disable door safeties? Yes/No. (Default No.)
#7: Disable door timing mechanisms? Yes/No. (Default No.)
#8: Disable door ID scan? Yes/No. (Default No.)
#9: Depower door? Yes/No. (Default No.)
All of these door subsettings are applied at the same time.
The device would also be able to custom set permissions when used on the airlock electronics item.
Last edited by Surrealistik on 07 Jul 2015, 15:36, edited 1 time in total.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
number 2 is a door jack.
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- MrGabol100
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
The point of not having the full pack is that it'd be just too op because you don't have to do literally anything, but, alright, It'd be nice if it had the whole packSurrealistik wrote:I think it would be best if it had multiple settings via a GUI interface when you activate it while held.
#1: Overwrite ID permissions? Yes/No. (Default Yes. Changes ID permissions of any piece of ID restricted electronic equipment it's used on. Will also work on stuff like the station exosuit fabricators, etc... to a chosen access level; by default it allows access for all Marines).
Then you have the configuration options for other door parameters; if Overwrite ID Permissions is set to No, and the device is used on an airlock, it will automatically start hacking the airlock and apply the following settings to that airlock.
#2: Open/close door? Yes/No. (Default Yes.)
#3: Bolt door? Yes/No. (Bolting happens after the door is opened or closed, if used in tandem with opening/closing door; default Yes.)
#4: Electrify door? Yes/No. (Default No.)
#5: Disable door lights? Yes/No. (Default No.)
#6: Disable door safeties? Yes/No. (Default No.)
#7: Disable door timing mechanisms? Yes/No. (Default No.)
#8: Disable door ID scan? Yes/No. (Default No.)
#9: Depower door? Yes/No. (Default No.)
All of these door subsettings are applied at the same time.
The device would also be able to custom set permissions when used on the airlock electronics item.
- Clayton_Kelly
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
+1 including suggestions
- Surrealistik
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
The fact that it takes 10 seconds to do makes it balanced with the multitool. Experienced players can multitool through airlocks _fast_; in easily half the time.MrGabol100 wrote:The point of not having the full pack is that it'd be just too op because you don't have to do literally anything, but, alright, It'd be nice if it had the whole pack
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
+1 Mr.Gabol is on fire with these suggestions today.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I've been whining for too much, it's time to get the shit out and I had the full medical for aliens suggestion in the edge of muh tongue for a while.Screamingstar wrote:+1 Mr.Gabol is on fire with these suggestions today.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Anything else on this?
It would probably be, just an E-mag with a timer.
It would probably be, just an E-mag with a timer.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
+1. Seems legit and very useful. I'd much rather prefer a timer and have that, and only have to carry a few tools rather than an entire belt and find space for it.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
-1 My days in in other servers have given me the capability of opening a door in 3 seconds when I know the wires. I would find this to be a complete waste of time. If you go with the e-mag timer approach, it would leave the door open and aliens would be able to just stroll on in. Whereas, a skilled engineer can easily hack open the door, rip out an airlock electronic and replace it with a new one in 7 second flat.
It's also been mentioned multiple times that not all things in SS13 can fit the canon perfectly, I feel door hacking is fine the way it is. Especially, when a timed e-mag would most likely not be used for opening doors on the colony, but used for express Sulaco griefing, seeing as e-mags are capable of a lot more than just opening doors.
It's also been mentioned multiple times that not all things in SS13 can fit the canon perfectly, I feel door hacking is fine the way it is. Especially, when a timed e-mag would most likely not be used for opening doors on the colony, but used for express Sulaco griefing, seeing as e-mags are capable of a lot more than just opening doors.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
It's not about how easy it is, it's about that it's a CANON reemplacement for tools, that will cause almost no harm at all, and it's pretty cool too, it can be useful if it gets its own abilities like suggested, isntead of resking of emag, which was not my original suggestion.Vrai wrote:-1 My days in in other servers have given me the capability of opening a door in 3 seconds when I know the wires. I would find this to be a complete waste of time. If you go with the e-mag timer approach, it would leave the door open and aliens would be able to just stroll on in. Whereas, a skilled engineer can easily hack open the door, rip out an airlock electronic and replace it with a new one in 7 second flat.
It's also been mentioned multiple times that not all things in SS13 can fit the canon perfectly, I feel door hacking is fine the way it is. Especially, when a timed e-mag would most likely not be used for opening doors on the colony, but used for express Sulaco griefing, seeing as e-mags are capable of a lot more than just opening doors.
I say you take a look at the thread again and read MY suggestions, and agreements, instead of the simple "Let's make it an emag reskin" response.
It's technically a nerf, a nerf for good.
- Surrealistik
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
As an expansion on the original concept:apophis775 wrote:Anything else on this?
It would probably be, just an E-mag with a timer.
An emag with a timer/cooldown would not be advisable for reasons mentioned by Vrai.Surrealistik wrote:I think it would be best if it had multiple settings via a GUI interface when you activate it while held.
#1: Overwrite ID permissions? Yes/No. (Default Yes. Changes ID permissions of any piece of ID restricted electronic equipment it's used on, including but not limited to airlocks. Will also work on stuff like the station exosuit fabricators, etc... to a chosen access level; by default it allows access for all Marines).
Then you have the configuration options for other door parameters; if Overwrite ID Permissions is set to No, and the device is used on an airlock, it will automatically start hacking the airlock and apply the following settings to that airlock.
#2: Open/close door? Yes/No. (Default Yes.)
#3: Bolt door? Yes/No. (Bolting happens after the door is opened or closed, if used in tandem with opening/closing door; default Yes.)
#4: Electrify door? Yes/No. (Default No.)
#5: Disable door lights? Yes/No. (Default No.)
#6: Disable door safeties? Yes/No. (Default No.)
#7: Disable door timing mechanisms? Yes/No. (Default No.)
#8: Disable door ID scan? Yes/No. (Default No.)
#9: Depower door? Yes/No. (Default No.)
All of these door subsettings are applied at the same time.
The device would also be able to custom set permissions when used on the airlock electronics item.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Hm. I can hack door open in 3 seconds (if I know wires and no lags). 6-7 seconds, if I don't know wires. I like idea about _any_ID_required, though. I'm +1 for this if you leave current way to hack doors too. So, if I'm in BIG FUCKING HURRY, I can still hack door in three seconds.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
+1, Combat Technician sounds way more badass than Squad Engineer, and the CTHD would be great for marines that don't know how to hack/don't know the wires. I think it should only be able to bolt/unbolt and open doors though, not change ID restriction or do everything you can normally from hacking. I also think it shouldn't work on tech on the Sulaco, (e.g. a Combat Tech abusing it to steal the squad spec's shit,) only on the planet.
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Intentional marine kills: 0
Friendly-fire kills: 2
Friendly-fire injuries: 9
Total aliens killed: 10
T3s killed: 2
Queens killed: 1
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Deaths: See above.
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Intentional marine kills: 0
Friendly-fire kills: 2
Friendly-fire injuries: 9
Total aliens killed: 10
T3s killed: 2
Queens killed: 1
Times infected: Too many to count.
Deaths: See above.
Deaths by friendly-fire: 1
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- MrGabol100
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
The thing is, if it can't do the whole pack, then it's completely useless as it is supossed to completely replace the tool belt, (Tools for structures etc would remain).
It needs to do more than one shitty functionality and if it was just one, that'd be ID override, to permit marines going trough the door, not bolting and unbolting.
This suggestion is for a Tools REPLACER that only wastes one space in your inventory in exchange for 10 seconds and some lore.
Never saw Hudson leave some mags because "But Apone, muh tulbelts!111"
It needs to do more than one shitty functionality and if it was just one, that'd be ID override, to permit marines going trough the door, not bolting and unbolting.
This suggestion is for a Tools REPLACER that only wastes one space in your inventory in exchange for 10 seconds and some lore.
Never saw Hudson leave some mags because "But Apone, muh tulbelts!111"